Files
tbd-station-14/Content.Server/Mind/MindSystem.cs

671 lines
24 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Mind.Components;
using Content.Server.Objectives;
using Content.Server.Players;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.GameTicking;
using Content.Shared.Ghost;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Mind;
public sealed class MindSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly ActorSystem _actor = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly GhostSystem _ghostSystem = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
// This is dictionary is required to track the minds of disconnected players that may have had their entity deleted.
private readonly Dictionary<NetUserId, EntityUid> _userMinds = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MindContainerComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
}
public override void Shutdown()
{
base.Shutdown();
WipeAllMinds();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
WipeAllMinds();
}
public void WipeAllMinds()
{
foreach (var mind in _userMinds.Values)
{
WipeMind(mind);
}
DebugTools.Assert(_userMinds.Count == 0);
foreach (var unCastData in _playerManager.GetAllPlayerData())
{
if (unCastData.ContentData()?.Mind is not { } mind)
continue;
Log.Error("Player mind was missing from MindSystem dictionary.");
WipeMind(mind);
}
}
public EntityUid? GetMind(NetUserId user)
{
TryGetMind(user, out var mind, out _);
return mind;
}
public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
{
if (_userMinds.TryGetValue(user, out var mindIdValue) &&
TryComp(mindIdValue, out mind))
{
DebugTools.Assert(mind.UserId == user);
DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData() is not {} data
|| data.Mind == mindIdValue);
mindId = mindIdValue;
return true;
}
DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData()?.Mind == null);
mindId = null;
mind = null;
return false;
}
private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
{
if (component.MindId != null)
UnVisit(component.MindId.Value);
}
private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
{
// Let's not create ghosts if not in the middle of the round.
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
return;
if (!TryGetMind(uid, out var mindId, out var mind, component))
return;
// If the player is currently visiting some other entity, simply attach to that entity.
if (mind.VisitingEntity is {Valid: true} visiting
&& visiting != uid
&& !Deleted(visiting)
&& !Terminating(visiting))
{
TransferTo(mindId, visiting, mind: mind);
if (TryComp(visiting, out GhostComponent? ghost))
_ghostSystem.SetCanReturnToBody(ghost, false);
return;
}
TransferTo(mindId, null, createGhost: false, mind: mind);
if (component.GhostOnShutdown && mind.Session != null)
{
var xform = Transform(uid);
var gridId = xform.GridUid;
var spawnPosition = Transform(uid).Coordinates;
// Use a regular timer here because the entity has probably been deleted.
Timer.Spawn(0, () =>
{
// Make extra sure the round didn't end between spawning the timer and it being executed.
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
return;
// Async this so that we don't throw if the grid we're on is being deleted.
if (!_mapManager.GridExists(gridId))
spawnPosition = _gameTicker.GetObserverSpawnPoint();
// TODO refactor observer spawning.
// please.
if (!spawnPosition.IsValid(EntityManager))
{
// This should be an error, if it didn't cause tests to start erroring when they delete a player.
Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
TransferTo(mindId, null, createGhost: false, mind: mind);
return;
}
var ghost = Spawn("MobObserver", spawnPosition);
var ghostComponent = Comp<GhostComponent>(ghost);
_ghostSystem.SetCanReturnToBody(ghostComponent, false);
// Log these to make sure they're not causing the GameTicker round restart bugs...
Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
var val = mind.CharacterName ?? string.Empty;
_metaData.SetEntityName(ghost, val);
TransferTo(mindId, ghost, mind: mind);
});
}
}
private void OnExamined(EntityUid uid, MindContainerComponent mindContainer, ExaminedEvent args)
{
if (!mindContainer.ShowExamineInfo || !args.IsInDetailsRange)
return;
var dead = _mobStateSystem.IsDead(uid);
var hasSession = CompOrNull<MindComponent>(mindContainer.Mind)?.Session;
if (dead && !mindContainer.HasMind)
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
else if (dead && hasSession == null)
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", uid))}[/color]");
else if (dead)
args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
else if (!mindContainer.HasMind)
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
else if (hasSession == null)
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
}
private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
{
if (args.Handled)
return;
if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
{
args.BlockSuicideAttempt(true);
}
}
public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
{
if (!Resolve(uid, ref mind))
return null;
if (mind.HasMind)
return mind.Mind;
return null;
}
public EntityUid CreateMind(NetUserId? userId, string? name = null)
{
var mindId = Spawn(null, MapCoordinates.Nullspace);
var mind = EnsureComp<MindComponent>(mindId);
mind.CharacterName = name;
SetUserId(mindId, userId, mind);
Dirty(mindId, MetaData(mindId));
return mindId;
}
/// <summary>
/// True if the OwnedEntity of this mind is physically dead.
/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
/// </summary>
public bool IsCharacterDeadPhysically(MindComponent mind)
{
// This is written explicitly so that the logic can be understood.
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// *If not, add specific conditions to users of this property where applicable.*
// + Is being transformed into a donut 'dead'?
// TODO: Consider changing the way ghost roles work.
// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
if (mind.OwnedEntity == null)
return true;
// This can be null if they're deleted (spike / brain nom)
var targetMobState = EntityManager.GetComponentOrNull<MobStateComponent>(mind.OwnedEntity);
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return true;
// They might actually be alive.
return _mobStateSystem.IsDead(mind.OwnedEntity.Value, targetMobState);
}
public void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return;
if (mind.VisitingEntity != null)
{
Log.Error($"Attempted to visit an entity ({ToPrettyString(entity)}) while already visiting another ({ToPrettyString(mind.VisitingEntity.Value)}).");
return;
}
if (HasComp<VisitingMindComponent>(entity))
{
Log.Error($"Attempted to visit an entity that already has a visiting mind. Entity: {ToPrettyString(entity)}");
return;
}
mind.Session?.AttachToEntity(entity);
mind.VisitingEntity = entity;
// EnsureComp instead of AddComp to deal with deferred deletions.
var comp = EnsureComp<VisitingMindComponent>(entity);
comp.MindId = mindId;
Log.Info($"Session {mind.Session?.Name} visiting entity {entity}.");
}
/// <summary>
/// Returns the mind to its original entity.
/// </summary>
public void UnVisit(EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return;
if (mind.VisitingEntity == null)
return;
RemoveVisitingEntity(mind);
if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
return;
var owned = mind.OwnedEntity;
mind.Session.AttachToEntity(owned);
if (owned.HasValue)
{
_adminLogger.Add(LogType.Mind, LogImpact.Low,
$"{mind.Session.Name} returned to {ToPrettyString(owned.Value)}");
}
}
/// <summary>
/// Returns the mind to its original entity.
/// </summary>
public void UnVisit(IPlayerSession? player)
{
if (player == null || !TryGetMind(player, out var mindId, out var mind))
return;
UnVisit(mindId, mind);
}
/// <summary>
/// Cleans up the VisitingEntity.
/// </summary>
/// <param name="mind"></param>
private void RemoveVisitingEntity(MindComponent mind)
{
if (mind.VisitingEntity == null)
return;
var oldVisitingEnt = mind.VisitingEntity.Value;
// Null this before removing the component to avoid any infinite loops.
mind.VisitingEntity = null;
if (TryComp(oldVisitingEnt, out VisitingMindComponent? visitComp))
{
visitComp.MindId = null;
RemCompDeferred(oldVisitingEnt, visitComp);
}
RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
}
public void WipeMind(IPlayerSession player)
{
var mind = player.ContentData()?.Mind;
DebugTools.Assert(GetMind(player.UserId) == mind);
WipeMind(mind);
}
/// <summary>
/// Detaches a mind from all entities and clears the user ID.
/// </summary>
public void WipeMind(EntityUid? mindId, MindComponent? mind = null)
{
if (mindId == null || !Resolve(mindId.Value, ref mind, false))
return;
TransferTo(mindId.Value, null, mind: mind);
SetUserId(mindId.Value, null, mind: mind);
}
/// <summary>
/// Transfer this mind's control over to a new entity.
/// </summary>
/// <param name="mindId">The mind to transfer</param>
/// <param name="entity">
/// The entity to control.
/// Can be null, in which case it will simply detach the mind from any entity.
/// </param>
/// <param name="ghostCheckOverride">
/// If true, skips ghost check for Visiting Entity
/// </param>
/// <exception cref="ArgumentException">
/// Thrown if <paramref name="entity"/> is already controlled by another player.
/// </exception>
public void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return;
if (entity == mind.OwnedEntity)
return;
MindContainerComponent? component = null;
var alreadyAttached = false;
if (entity != null)
{
component = EnsureComp<MindContainerComponent>(entity.Value);
if (component.HasMind)
_gameTicker.OnGhostAttempt(component.Mind.Value, false);
if (TryComp<ActorComponent>(entity.Value, out var actor))
{
// Happens when transferring to your currently visited entity.
if (actor.PlayerSession != mind.Session)
{
throw new ArgumentException("Visit target already has a session.", nameof(entity));
}
alreadyAttached = true;
}
}
else if (createGhost)
{
var position = Deleted(mind.OwnedEntity)
? _gameTicker.GetObserverSpawnPoint().ToMap(EntityManager, _transform)
: Transform(mind.OwnedEntity.Value).MapPosition;
entity = Spawn("MobObserver", position);
var ghostComponent = Comp<GhostComponent>(entity.Value);
_ghostSystem.SetCanReturnToBody(ghostComponent, false);
}
var oldComp = mind.OwnedComponent;
var oldEntity = mind.OwnedEntity;
if (oldComp != null && oldEntity != null)
{
oldComp.Mind = null;
RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(oldEntity.Value, mind), true);
}
SetOwnedEntity(mind, entity, component);
// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
if (alreadyAttached)
{
// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
// Yes this control flow sucks.
mind.VisitingEntity = null;
RemComp<VisitingMindComponent>(entity!.Value);
}
else if (mind.VisitingEntity != null
&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
{
RemoveVisitingEntity(mind);
}
// Player is CURRENTLY connected.
if (mind.Session != null && !alreadyAttached && mind.VisitingEntity == null)
{
_actor.Attach(entity, mind.Session, true);
Log.Info($"Session {mind.Session.Name} transferred to entity {entity}.");
}
if (mind.OwnedComponent != null)
{
mind.OwnedComponent.Mind = mindId;
RaiseLocalEvent(mind.OwnedEntity!.Value, new MindAddedMessage(), true);
mind.OriginalOwnedEntity ??= mind.OwnedEntity;
}
}
/// <summary>
/// Adds an objective to this mind.
/// </summary>
public bool TryAddObjective(EntityUid mindId, MindComponent mind, ObjectivePrototype objectivePrototype)
{
if (!objectivePrototype.CanBeAssigned(mindId, mind))
return false;
var objective = objectivePrototype.GetObjective(mindId, mind);
if (mind.Objectives.Contains(objective))
return false;
foreach (var condition in objective.Conditions)
{
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' added to mind of {MindOwnerLoggingString(mind)}");
}
mind.Objectives.Add(objective);
return true;
}
/// <summary>
/// Removes an objective to this mind.
/// </summary>
/// <returns>Returns true if the removal succeeded.</returns>
public bool TryRemoveObjective(MindComponent mind, int index)
{
if (index < 0 || index >= mind.Objectives.Count)
return false;
var objective = mind.Objectives[index];
foreach (var condition in objective.Conditions)
{
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' removed from the mind of {MindOwnerLoggingString(mind)}");
}
mind.Objectives.Remove(objective);
return true;
}
public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out IPlayerSession? session)
{
session = null;
return TryComp(mindId, out MindComponent? mind) && (session = mind.Session) != null;
}
/// <summary>
/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
/// </summary>
/// <param name="uid">Entity UID that owns the mind.</param>
/// <param name="mindId">The mind id.</param>
/// <param name="mind">The returned mind.</param>
/// <param name="container">Mind component on <paramref name="uid"/> to get the mind from.</param>
/// <returns>True if mind found. False if not.</returns>
public bool TryGetMind(
EntityUid uid,
out EntityUid mindId,
[NotNullWhen(true)] out MindComponent? mind,
MindContainerComponent? container = null)
{
mindId = default;
mind = null;
if (!Resolve(uid, ref container, false))
return false;
if (!container.HasMind)
return false;
mindId = container.Mind ?? default;
return TryComp(mindId, out mind);
}
public bool TryGetMind(
PlayerData player,
out EntityUid mindId,
[NotNullWhen(true)] out MindComponent? mind)
{
mindId = player.Mind ?? default;
return TryComp(mindId, out mind);
}
public bool TryGetMind(
IPlayerSession? player,
out EntityUid mindId,
[NotNullWhen(true)] out MindComponent? mind)
{
mindId = default;
mind = null;
return player?.ContentData() is { } data && TryGetMind(data, out mindId, out mind);
}
/// <summary>
/// Sets the Mind's OwnedComponent and OwnedEntity
/// </summary>
/// <param name="mind">Mind to set OwnedComponent and OwnedEntity on</param>
/// <param name="uid">Entity owned by <paramref name="mind"/></param>
/// <param name="mindContainerComponent">MindContainerComponent owned by <paramref name="mind"/></param>
private void SetOwnedEntity(MindComponent mind, EntityUid? uid, MindContainerComponent? mindContainerComponent)
{
if (uid != null)
Resolve(uid.Value, ref mindContainerComponent);
mind.OwnedEntity = uid;
mind.OwnedComponent = mindContainerComponent;
}
/// <summary>
/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
/// attached entity. E.g., ghosts get deleted.
/// </summary>
public void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return;
if (mind.UserId == userId)
return;
if (userId != null && !_playerManager.TryGetPlayerData(userId.Value, out _))
{
Log.Error($"Attempted to set mind user to invalid value {userId}");
return;
}
if (mind.Session != null)
{
_actor.Attach(null, mind.Session);
mind.Session = null;
}
if (mind.UserId != null)
{
_userMinds.Remove(mind.UserId.Value);
if (_playerManager.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
oldData.Mind = null;
mind.UserId = null;
}
if (userId == null)
{
DebugTools.AssertNull(mind.Session);
return;
}
if (_userMinds.TryGetValue(userId.Value, out var oldMindId) &&
TryComp(oldMindId, out MindComponent? oldMind))
{
SetUserId(oldMindId, null, oldMind);
}
DebugTools.AssertNull(_playerManager.GetPlayerData(userId.Value).ContentData()?.Mind);
_userMinds[userId.Value] = mindId;
mind.UserId = userId;
mind.OriginalOwnerUserId ??= userId;
if (_playerManager.TryGetSessionById(userId.Value, out var ret))
{
mind.Session = ret;
_actor.Attach(mind.CurrentEntity, mind.Session);
}
// session may be null, but user data may still exist for disconnected players.
if (_playerManager.GetPlayerData(userId.Value).ContentData() is { } data)
data.Mind = mindId;
}
/// <summary>
/// True if this Mind is 'sufficiently dead' IC (Objectives, EndText).
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
/// "If administrators decide that zombies are dead, this returns true for zombies."
/// (Maybe you were looking for the action blocker system?)
/// </summary>
public bool IsCharacterDeadIc(MindComponent mind)
{
if (mind.OwnedEntity is { } owned)
{
var ev = new GetCharactedDeadIcEvent(null);
RaiseLocalEvent(owned, ref ev);
if (ev.Dead != null)
return ev.Dead.Value;
}
return IsCharacterDeadPhysically(mind);
}
/// <summary>
/// A string to represent the mind for logging
/// </summary>
public string MindOwnerLoggingString(MindComponent mind)
{
if (mind.OwnedEntity != null)
return ToPrettyString(mind.OwnedEntity.Value);
if (mind.UserId != null)
return mind.UserId.Value.ToString();
return "(originally " + mind.OriginalOwnerUserId + ")";
}
public string? GetCharacterName(NetUserId userId)
{
return TryGetMind(userId, out _, out var mind) ? mind.CharacterName : null;
}
}
/// <summary>
/// Raised on an entity to determine whether or not they are "dead" in IC-logic.
/// If not handled, then it will simply check if they are dead physically.
/// </summary>
/// <param name="Dead"></param>
[ByRefEvent]
public record struct GetCharactedDeadIcEvent(bool? Dead);